a bit of turbulence
I started to do that but figured it would be too much of a strain on the FPS.
Yeah, as well as variation in initial values, making turbulence more direct post-spawn would help I think - the expansion rate is due to turbulence, and so is the increase in transparency. To conserve the 'number' of smoke particles, really the transparency should be inversely proportional to the square of the size - eg. if you go from 1 meter wide to 2 meters, it'll have 1/4 the opacity.
I'll have to get out my notes, but I think brownian motion's distribution spreads linearly. So you have linear size increase, squared transparency falloff.
It might also help to have a bit of random nudging to each particle - if you discretize turbulence (say, into 60Hz) the distance moved due to turbulence between each frame is a Gaussian distribution, and should make the smoke a little less uniform looking when in motion.
One of the papers had a description of how they rendered the smoke as well; probably too complicated for Racer but could inform choices when editing the shaders.
Sparks wrong. Also no grass_smoke in particles.ini. I guess Alex doesn't like dust being kicked up when a car goes off course and into a dusty grass field. It's not realistic without the dust except when the grass is wet from rain.
I fixed the particle.ini file attached.
View attachment 34349
sounds good Stereo, and i'm glad that this topic wasnt thrown away, bcoz the smoke is very important thing to make the game not only more eye candy but more real
And i want to mention that while gaming the smoke apears normal, like it should be, but in replays is less smoke than it actualy should be... and this issue is with us since long time ... needs solving too